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package org.distorted.library;
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import java.io.BufferedReader;
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import java.io.IOException;
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import java.io.InputStream;
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import java.io.InputStreamReader;
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import android.content.Context;
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import android.opengl.GLES20;
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import android.os.Build;
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import android.util.Log;
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import org.distorted.library.exception.*;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* A singleton class used to control various global settings.
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*/
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public class Distorted
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{
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/**
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* When creating an instance of a DistortedBitmap from another instance, do not clone anything.
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* Used in the copy constructor.
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*/
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public static final int CLONE_NOTHING = 0x0;
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/**
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* When creating an instance of a DistortedObject from another instance, clone the Bitmap that's
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* backing up our DistortedObject.
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* <p>
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* This way we can have two DistortedObjects, both backed up by the same Bitmap, to which we can
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* apply different effects. Used in the copy constructor.
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*/
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public static final int CLONE_BITMAP = 0x1;
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/**
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* When creating an instance of a DistortedObject from another instance, clone the Matrix Effects.
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* <p>
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* This way we can have two different DistortedObjects with different Bitmaps behind them, both
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* always displayed in exactly the same place on the screen. Applying any matrix-based effect to
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* one of them automatically applies the effect to the other. Used in the copy constructor.
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*/
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public static final int CLONE_MATRIX = 0x2;
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/**
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* When creating an instance of a DistortedObject from another instance, clone the Vertex Effects.
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* <p>
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* This way we can have two different DistortedObjects with different Bitmaps behind them, both
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* always with the same Vertex effects. Applying any vertex-based effect to one of them automatically
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* applies the effect to the other. Used in the copy constructor.
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*/
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public static final int CLONE_VERTEX = 0x4;
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/**
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* When creating an instance of a DistortedObject from another instance, clone the Fragment Effects.
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* <p>
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* This way we can have two different DistortedObjects with different Bitmaps behind them, both
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* always with the same Fragment effects. Applying any fragment-based effect to one of them automatically
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* applies the effect to the other. Used in the copy constructor.
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*/
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public static final int CLONE_FRAGMENT= 0x8;
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/**
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* When creating an instance of a DistortedNode from another instance, clone the children Nodes.
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* <p>
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* This is mainly useful for creating many similar sub-trees of Bitmaps and rendering then at different places
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* on the screen, with (optionally) different effects of the top-level root Bitmap.
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*/
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public static final int CLONE_CHILDREN= 0x10;
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/**
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* Constant used to represent a Matrix-based effect.
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*/
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public static final int TYPE_MATR = 0x1;
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/**
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* Constant used to represent a Vertex-based effect.
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*/
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public static final int TYPE_VERT = 0x2;
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/**
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* Constant used to represent a Fragment-based effect.
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*/
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public static final int TYPE_FRAG = 0x4;
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private static final String TAG = Distorted.class.getSimpleName();
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private static boolean mInitialized = false;
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static int mPositionH; // pass in model position information
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static int mColorH; // pass in model color information
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static int mTextureUniformH;// pass in the texture.
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static int mNormalH; // pass in model normal information.
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static int mTextureCoordH; // pass in model texture coordinate information.
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static int mProgramH; // This is a handle to our shading program.
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static DistortedProjection mProjection = new DistortedProjection(false);
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static float mFOV = 60.0f;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private Distorted()
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private static void sanitizeMaxValues() throws VertexUniformsException,FragmentUniformsException
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{
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int maxV,maxF;
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int[] param = new int[1];
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GLES20.glGetIntegerv(GLES20.GL_MAX_VERTEX_UNIFORM_VECTORS, param, 0);
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maxV = param[0];
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GLES20.glGetIntegerv(GLES20.GL_MAX_FRAGMENT_UNIFORM_VECTORS, param, 0);
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maxF = param[0];
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Log.d(TAG, "Max vectors in vertex shader: "+maxV);
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Log.d(TAG, "Max vectors in fragment shader: "+maxF);
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if( Build.FINGERPRINT.startsWith("generic") == false )
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{
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int realMaxV = (maxV-11)/4; // adjust this in case of changes to the shaders...
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int realMaxF = (maxF- 2)/4; //
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if( EffectListVertex.getMax() > realMaxV )
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{
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throw new VertexUniformsException("Too many effects in the vertex shader, max is "+realMaxV, realMaxV);
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}
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if( EffectListFragment.getMax() > realMaxF )
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{
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throw new FragmentUniformsException("Too many effects in the fragment shader, max is "+realMaxF, realMaxF);
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private static int compileShader(final int shaderType, final String shaderSource) throws FragmentCompilationException,VertexCompilationException
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{
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int shaderHandle = GLES20.glCreateShader(shaderType);
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if (shaderHandle != 0)
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{
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GLES20.glShaderSource(shaderHandle, "#version 100 \n"+ generateShaderHeader(shaderType) + shaderSource);
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GLES20.glCompileShader(shaderHandle);
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final int[] compileStatus = new int[1];
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GLES20.glGetShaderiv(shaderHandle, GLES20.GL_COMPILE_STATUS, compileStatus, 0);
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if (compileStatus[0] != GLES20.GL_TRUE )
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{
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GLES20.glDeleteShader(shaderHandle);
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shaderHandle = 0;
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}
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}
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if (shaderHandle == 0)
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{
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String error = GLES20.glGetShaderInfoLog(shaderHandle);
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switch(shaderType)
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{
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case GLES20.GL_VERTEX_SHADER : throw new VertexCompilationException(error);
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case GLES20.GL_FRAGMENT_SHADER: throw new FragmentCompilationException(error);
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default : throw new RuntimeException(error);
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}
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}
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return shaderHandle;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private static int createAndLinkProgram(final int vertexShaderHandle, final int fragmentShaderHandle, final String[] attributes) throws LinkingException
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{
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int programHandle = GLES20.glCreateProgram();
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if (programHandle != 0)
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{
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GLES20.glAttachShader(programHandle, vertexShaderHandle);
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GLES20.glAttachShader(programHandle, fragmentShaderHandle);
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if (attributes != null)
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{
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final int size = attributes.length;
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for (int i = 0; i < size; i++)
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{
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GLES20.glBindAttribLocation(programHandle, i, attributes[i]);
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}
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}
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GLES20.glLinkProgram(programHandle);
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final int[] linkStatus = new int[1];
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GLES20.glGetProgramiv(programHandle, GLES20.GL_LINK_STATUS, linkStatus, 0);
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if (linkStatus[0] != GLES20.GL_TRUE )
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{
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String error = GLES20.glGetProgramInfoLog(programHandle);
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GLES20.glDeleteProgram(programHandle);
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throw new LinkingException(error);
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}
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final int[] numberOfUniforms = new int[1];
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GLES20.glGetProgramiv(programHandle, GLES20.GL_ACTIVE_UNIFORMS, numberOfUniforms, 0);
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android.util.Log.d(TAG, "number of active uniforms="+numberOfUniforms[0]);
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}
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return programHandle;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private static String generateShaderHeader(final int type)
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{
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String header="";
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switch(type)
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{
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case GLES20.GL_VERTEX_SHADER : header += ("#define NUM_VERTEX " +EffectListVertex.getMax()+"\n");
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for(EffectNames name: EffectNames.values() )
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{
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if( name.getType()==TYPE_VERT )
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header += ("#define "+name.name()+" "+name.ordinal()+"\n");
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}
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break;
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case GLES20.GL_FRAGMENT_SHADER: header += ("#define NUM_FRAGMENT "+EffectListFragment.getMax()+"\n");
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for(EffectNames name: EffectNames.values() )
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{
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if( name.getType()==TYPE_FRAG )
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header += ("#define "+name.name()+" "+name.ordinal()+"\n");
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}
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break;
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}
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//Log.d(TAG,""+header);
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return header;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private static String readTextFileFromRawResource(final Context c, final int resourceId)
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{
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final InputStream inputStream = c.getResources().openRawResource(resourceId);
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final InputStreamReader inputStreamReader = new InputStreamReader(inputStream);
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final BufferedReader bufferedReader = new BufferedReader(inputStreamReader);
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String nextLine;
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final StringBuilder body = new StringBuilder();
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try
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{
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while ((nextLine = bufferedReader.readLine()) != null)
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{
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body.append(nextLine);
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body.append('\n');
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}
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}
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catch (IOException e)
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{
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return null;
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}
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return body.toString();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private static String getVertexShader(final Context c)
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{
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return readTextFileFromRawResource( c, R.raw.main_vertex_shader);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private static String getFragmentShader(final Context c)
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{
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return readTextFileFromRawResource( c, R.raw.main_fragment_shader);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Public API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Sets Vertical Field of View angle. This changes the Projection Matrix.
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*
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* @param fov Vertical Field Of View angle, in degrees. If T is the middle of the top edge of the
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* screen, E is the eye point, and B is the middle of the bottom edge of the screen, then
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* fov = angle(TEB)
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*/
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public static void setFov(float fov)
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{
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mFOV = fov;
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if( mProjection.width>0 && mProjection.height>0 )
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mProjection.onSurfaceChanged( (int)mProjection.width, (int)mProjection.height);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* When OpenGL context gets created, you need to call this method so that the library can initialise its internal data structures.
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* I.e. best called from GLSurfaceView.onSurfaceCreated().
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* <p>
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* Compiles the vertex and fragment shaders, establishes the addresses of all uniforms, and initialises all Bitmaps that have already
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* been created.
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*
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* @param context Context of the APpp using the library - used to open up Resources and read Shader code.
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* @throws FragmentCompilationException
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* @throws VertexCompilationException
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* @throws VertexUniformsException
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* @throws FragmentUniformsException
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* @throws LinkingException
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*/
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public static void onSurfaceCreated(final Context context) throws FragmentCompilationException,VertexCompilationException,VertexUniformsException,FragmentUniformsException,LinkingException
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{
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mInitialized = true;
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// String ver;
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final String vertexShader = Distorted.getVertexShader(context);
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final String fragmentShader = Distorted.getFragmentShader(context);
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/*
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ver = GLES20.glGetString(GLES20.GL_SHADING_LANGUAGE_VERSION);
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Log.d(TAG, "GLSL version: "+(ver==null ? "null" : ver) );
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ver = GLES20.glGetString(GLES20.GL_VERSION);
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Log.d(TAG, "GL version: "+(ver==null ? "null" : ver) );
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ver = GLES20.glGetString(GLES20.GL_VENDOR);
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Log.d(TAG, "GL vendor: "+(ver==null ? "null" : ver) );
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ver = GLES20.glGetString(GLES20.GL_RENDERER);
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Log.d(TAG, "GL renderer: "+(ver==null ? "null" : ver) );
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*/
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//ver = GLES20.glGetString(GLES20.GL_EXTENSIONS);
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//Log.d(TAG, "GL extensions: "+(ver==null ? "null" : ver) );
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sanitizeMaxValues();
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final int vertexShaderHandle = compileShader(GLES20.GL_VERTEX_SHADER , vertexShader );
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final int fragmentShaderHandle = compileShader(GLES20.GL_FRAGMENT_SHADER, fragmentShader);
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mProgramH = createAndLinkProgram(vertexShaderHandle, fragmentShaderHandle, new String[] {"a_Position", "a_Color", "a_Normal", "a_TexCoordinate"});
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GLES20.glUseProgram(mProgramH);
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GLES20.glEnable (GLES20.GL_DEPTH_TEST);
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GLES20.glDepthFunc(GLES20.GL_LEQUAL);
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GLES20.glEnable(GLES20.GL_BLEND);
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GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
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mTextureUniformH = GLES20.glGetUniformLocation(mProgramH, "u_Texture");
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mPositionH = GLES20.glGetAttribLocation( mProgramH, "a_Position");
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mColorH = GLES20.glGetAttribLocation( mProgramH, "a_Color");
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mNormalH = GLES20.glGetAttribLocation( mProgramH, "a_Normal");
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mTextureCoordH = GLES20.glGetAttribLocation( mProgramH, "a_TexCoordinate");
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351
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EffectListFragment.getUniforms(mProgramH);
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EffectListVertex.getUniforms(mProgramH);
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EffectListMatrix.getUniforms(mProgramH);
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GLES20.glEnableVertexAttribArray(mPositionH);
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GLES20.glEnableVertexAttribArray(mColorH);
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GLES20.glEnableVertexAttribArray(mNormalH);
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GLES20.glEnableVertexAttribArray(mTextureCoordH);
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360
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361
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DistortedObjectList.reset();
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362
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DistortedNode.reset();
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EffectMessageSender.startSending();
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}
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365
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366
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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368
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* Call this when the physical size of the surface we are rendering to changes.
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* I.e. must be called from GLSurfaceView.onSurfaceChanged()
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370
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*
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* @param surfaceWidth new width of the surface.
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* @param surfaceHeight new height of the surface.
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*/
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374
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public static void onSurfaceChanged(int surfaceWidth, int surfaceHeight)
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{
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mProjection.onSurfaceChanged(surfaceWidth, surfaceHeight);
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}
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378
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379
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///////////////////////////////////////////////////////////////////////////////////////////////////
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380
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/**
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381
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* Call this so that the Library can release its internal data structures.
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382
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* Must be called from Activity.onDestroy().
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383
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*/
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384
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public static void onDestroy()
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385
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{
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386
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DistortedObjectList.release();
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387
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388
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EffectListVertex.reset();
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EffectListFragment.reset();
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EffectListMatrix.reset();
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EffectMessageSender.stopSending();
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392
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393
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mInitialized = false;
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394
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}
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395
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396
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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398
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* Returns the true if onSurfaceCreated has been called already, and thus if the Library's is ready
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399
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* to accept effect requests.
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*
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* @return <code>true</code> if the Library is ready for action, <code>false</code> otherwise.
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402
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*/
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403
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public static boolean isInitialized()
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404
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{
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return mInitialized;
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406
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}
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407
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408
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///////////////////////////////////////////////////////////////////////////////////////////////////
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409
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/**
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410
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* Returns the maximum number of Matrix effects.
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411
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*
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412
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* @return The maximum number of Matrix effects
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413
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*/
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414
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public static int getMaxMatrix()
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415
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{
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416
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return EffectListMatrix.getMax();
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417
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}
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418
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419
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///////////////////////////////////////////////////////////////////////////////////////////////////
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420
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/**
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421
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* Returns the maximum number of Vertex effects.
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422
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*
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423
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* @return The maximum number of Vertex effects
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424
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*/
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425
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public static int getMaxVertex()
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426
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{
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427
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return EffectListVertex.getMax();
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428
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}
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429
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430
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///////////////////////////////////////////////////////////////////////////////////////////////////
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431
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/**
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432
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* Returns the maximum number of Fragment effects.
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433
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*
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434
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* @return The maximum number of Fragment effects
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435
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*/
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436
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public static int getMaxFragment()
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437
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{
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438
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return EffectListFragment.getMax();
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439
|
}
|
440
|
|
441
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
442
|
/**
|
443
|
* Sets the maximum number of Matrix effects that can be applied to a single DistortedBitmap at one time.
|
444
|
* This can fail if the value of 'max' is outside permitted range.
|
445
|
*
|
446
|
* @param max new maximum number of simultaneous Matrix Effects. Has to be a non-negative number not greater
|
447
|
* than Byte.MAX_VALUE
|
448
|
* @return <code>true</code> if operation was successful, <code>false</code> otherwise.
|
449
|
*/
|
450
|
public static boolean setMaxMatrix(int max)
|
451
|
{
|
452
|
return EffectListMatrix.setMax(max);
|
453
|
}
|
454
|
|
455
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
456
|
/**
|
457
|
* Sets the maximum number of Vertex effects that can be applied to a single DistortedBitmap at one time.
|
458
|
* This can fail if:
|
459
|
* <ul>
|
460
|
* <li>the value of 'max' is outside permitted range
|
461
|
* <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
|
462
|
* before the Vertex Shader gets compiled, i.e. before the call to {@link #onSurfaceCreated}. After this
|
463
|
* time only decreasing the value of 'max' is permitted.
|
464
|
* </ul>
|
465
|
*
|
466
|
* @param max new maximum number of simultaneous Vertex Effects. Has to be a non-negative number not greater
|
467
|
* than Byte.MAX_VALUE
|
468
|
* @return <code>true</code> if operation was successful, <code>false</code> otherwise.
|
469
|
*/
|
470
|
public static boolean setMaxVertex(int max)
|
471
|
{
|
472
|
return EffectListVertex.setMax(max);
|
473
|
}
|
474
|
|
475
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
476
|
/**
|
477
|
* Sets the maximum number of Fragment effects that can be applied to a single DistortedBitmap at one time.
|
478
|
* This can fail if:
|
479
|
* <ul>
|
480
|
* <li>the value of 'max' is outside permitted range
|
481
|
* <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
|
482
|
* before the Fragment Shader gets compiled, i.e. before the call to {@link #onSurfaceCreated}. After this
|
483
|
* time only decreasing the value of 'max' is permitted.
|
484
|
* </ul>
|
485
|
*
|
486
|
* @param max new maximum number of simultaneous Fragment Effects. Has to be a non-negative number not greater
|
487
|
* than Byte.MAX_VALUE
|
488
|
* @return <code>true</code> if operation was successful, <code>false</code> otherwise.
|
489
|
*/
|
490
|
public static boolean setMaxFragment(int max)
|
491
|
{
|
492
|
return EffectListFragment.setMax(max);
|
493
|
}
|
494
|
|
495
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
496
|
//end of file
|
497
|
}
|